dolphin/Source/Core/VideoBackends/Vulkan/VertexManager.cpp

225 lines
8.5 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/VertexManager.h"
#include "VideoBackends/Vulkan/BoundingBox.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/FramebufferManager.h"
#include "VideoBackends/Vulkan/Renderer.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace Vulkan
{
// TODO: Clean up this mess
constexpr size_t INITIAL_VERTEX_BUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 2;
constexpr size_t MAX_VERTEX_BUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
constexpr size_t INITIAL_INDEX_BUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 2;
constexpr size_t MAX_INDEX_BUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 16;
VertexManager::VertexManager()
: m_cpu_vertex_buffer(MAXVBUFFERSIZE), m_cpu_index_buffer(MAXIBUFFERSIZE)
{
}
VertexManager::~VertexManager()
{
}
bool VertexManager::Initialize(StateTracker* state_tracker)
{
m_state_tracker = state_tracker;
m_vertex_stream_buffer = StreamBuffer::Create(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
INITIAL_VERTEX_BUFFER_SIZE, MAX_VERTEX_BUFFER_SIZE);
m_index_stream_buffer = StreamBuffer::Create(VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
INITIAL_INDEX_BUFFER_SIZE, MAX_INDEX_BUFFER_SIZE);
if (!m_vertex_stream_buffer || !m_index_stream_buffer)
{
PanicAlert("Failed to allocate streaming buffers");
return false;
}
return true;
}
NativeVertexFormat*
VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return new VertexFormat(vtx_decl);
}
void VertexManager::PrepareDrawBuffers(u32 stride)
{
size_t vertex_data_size = IndexGenerator::GetNumVerts() * stride;
size_t index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
m_vertex_stream_buffer->CommitMemory(vertex_data_size);
m_index_stream_buffer->CommitMemory(index_data_size);
ADDSTAT(stats.thisFrame.bytesVertexStreamed, static_cast<int>(vertex_data_size));
ADDSTAT(stats.thisFrame.bytesIndexStreamed, static_cast<int>(index_data_size));
m_state_tracker->SetVertexBuffer(m_vertex_stream_buffer->GetBuffer(), 0);
m_state_tracker->SetIndexBuffer(m_index_stream_buffer->GetBuffer(), 0, VK_INDEX_TYPE_UINT16);
}
void VertexManager::ResetBuffer(u32 stride)
{
if (m_cull_all)
{
// Not drawing on the gpu, so store in a heap buffer instead
m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_vertex_buffer.data();
m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_vertex_buffer.size();
IndexGenerator::Start(m_cpu_index_buffer.data());
return;
}
// Attempt to allocate from buffers
bool has_vbuffer_allocation = m_vertex_stream_buffer->ReserveMemory(MAXVBUFFERSIZE, stride);
bool has_ibuffer_allocation = m_index_stream_buffer->ReserveMemory(MAXIBUFFERSIZE, sizeof(u16));
if (!has_vbuffer_allocation || !has_ibuffer_allocation)
{
// Flush any pending commands first, so that we can wait on the fences
WARN_LOG(VIDEO, "Executing command list while waiting for space in vertex/index buffer");
Util::ExecuteCurrentCommandsAndRestoreState(m_state_tracker, false);
// Attempt to allocate again, this may cause a fence wait
if (!has_vbuffer_allocation)
has_vbuffer_allocation = m_vertex_stream_buffer->ReserveMemory(MAXVBUFFERSIZE, stride);
if (!has_ibuffer_allocation)
has_ibuffer_allocation = m_index_stream_buffer->ReserveMemory(MAXIBUFFERSIZE, sizeof(u16));
// If we still failed, that means the allocation was too large and will never succeed, so panic
if (!has_vbuffer_allocation || !has_ibuffer_allocation)
PanicAlert("Failed to allocate space in streaming buffers for pending draw");
}
// Update pointers
m_base_buffer_pointer = m_vertex_stream_buffer->GetHostPointer();
m_end_buffer_pointer = m_vertex_stream_buffer->GetCurrentHostPointer() + MAXVBUFFERSIZE;
m_cur_buffer_pointer = m_vertex_stream_buffer->GetCurrentHostPointer();
IndexGenerator::Start(reinterpret_cast<u16*>(m_index_stream_buffer->GetCurrentHostPointer()));
// Update base indices
m_current_draw_base_vertex =
static_cast<u32>(m_vertex_stream_buffer->GetCurrentOffset() / stride);
m_current_draw_base_index =
static_cast<u32>(m_index_stream_buffer->GetCurrentOffset() / sizeof(u16));
}
void VertexManager::vFlush(bool use_dst_alpha)
{
const VertexFormat* vertex_format =
static_cast<VertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
u32 vertex_stride = vertex_format->GetVertexStride();
// Commit memory to device
PrepareDrawBuffers(vertex_stride);
// Figure out the number of indices to draw
u32 index_count = IndexGenerator::GetIndexLen();
// Update assembly state
m_state_tracker->SetVertexFormat(vertex_format);
switch (m_current_primitive_type)
{
case PRIMITIVE_POINTS:
m_state_tracker->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST);
m_state_tracker->DisableBackFaceCulling();
break;
case PRIMITIVE_LINES:
m_state_tracker->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
m_state_tracker->DisableBackFaceCulling();
break;
case PRIMITIVE_TRIANGLES:
m_state_tracker->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP);
g_renderer->SetGenerationMode();
break;
}
// Can we do single-pass dst alpha?
DSTALPHA_MODE dstalpha_mode = DSTALPHA_NONE;
if (use_dst_alpha && g_vulkan_context->SupportsDualSourceBlend())
dstalpha_mode = DSTALPHA_DUAL_SOURCE_BLEND;
// Check for any shader stage changes
m_state_tracker->CheckForShaderChanges(m_current_primitive_type, dstalpha_mode);
// Update any changed constants
m_state_tracker->UpdateVertexShaderConstants();
m_state_tracker->UpdateGeometryShaderConstants();
m_state_tracker->UpdatePixelShaderConstants();
// Flush all EFB pokes and invalidate the peek cache.
// TODO: Cleaner way without the cast.
FramebufferManager* framebuffer_mgr =
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
framebuffer_mgr->InvalidatePeekCache();
framebuffer_mgr->FlushEFBPokes(m_state_tracker);
// If bounding box is enabled, we need to flush any changes first, then invalidate what we have.
if (g_vulkan_context->SupportsBoundingBox())
{
BoundingBox* bounding_box = static_cast<Renderer*>(g_renderer.get())->GetBoundingBox();
bool bounding_box_enabled = (::BoundingBox::active && g_ActiveConfig.bBBoxEnable);
if (bounding_box_enabled)
{
bounding_box->Flush(m_state_tracker);
bounding_box->Invalidate(m_state_tracker);
}
// Update which descriptor set/pipeline layout to use.
m_state_tracker->SetBBoxEnable(bounding_box_enabled);
}
// Bind all pending state to the command buffer
if (!m_state_tracker->Bind())
{
WARN_LOG(VIDEO, "Skipped draw of %u indices", index_count);
return;
}
// Execute the draw
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), index_count, 1,
m_current_draw_base_index, m_current_draw_base_vertex, 0);
// If the GPU does not support dual-source blending, we can approximate the effect by drawing
// the object a second time, with the write mask set to alpha only using a shader that outputs
// the destination/constant alpha value (which would normally be SRC_COLOR.a).
//
// This is also used when logic ops and destination alpha is enabled, since we can't enable
// blending and logic ops concurrently (and the logical operation applies to all channels).
bool logic_op_enabled = bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable;
if (use_dst_alpha && (!g_vulkan_context->SupportsDualSourceBlend() || logic_op_enabled))
{
m_state_tracker->CheckForShaderChanges(m_current_primitive_type, DSTALPHA_ALPHA_PASS);
if (!m_state_tracker->Bind())
{
WARN_LOG(VIDEO, "Skipped draw of %u indices (alpha pass)", index_count);
return;
}
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), index_count, 1,
m_current_draw_base_index, m_current_draw_base_vertex, 0);
}
m_state_tracker->OnDraw();
}
} // namespace Vulkan